EN World EN5ider has launched! EN World EN5ider is the new way to get regular gaming articles and adventures online. For a small monthly donation, you will receive rules articles, gaming advice, adventures, and more. Collect EN World EN5ider articles and adventures designed and formatted to be filed in a binder.

The guards refuse to yield ground. Lesser foes would run in terror from the heroes attacks. However, the guards, possibly fearing what would happen if they did run, strike back, ganging up on the monk and the bard. Only one of the attacks draws blood from the monk.

Prime grabs Drew and unceremoniusly pulls him backwards while covering him with the shield. Now in the monk's place, he trades blows with the hobgoblin, but looks like he's having the worst part.

actions

Before the turn: Use Guardian's Counter as Drew is attacked by HF1. Prime and Drew switch places and the hobgoblin attacks Prime instead, dealing 8 damage (9-1 damage reduction). Prime can make a melee basic attack against the hobgoblin that fails. Standard action: Use Tide of Iron against the hobgoblin, another fail. HF1 is MarkedMove action: Shift to current position, gaining +1 to AC and Reflex TENT thanks to the boots

When an enemy marked by Prime makes an attack that doesn’t include him, he can make an Immediate Interrupt to make a Melee Basic Attack against him. If the attack connects, he can push the target up to 3 squares; since interrupts happen before the action that provoked them, pushing an enemy that attacks an ally beyond reach can potentially negate the attack altogether. Notice also that this attack isn’t an opportunity attack

Prime has a +2 bonus to hit with Opportunity attacks and if they hit they stop enemies if a move provoked the attack. They can resume moving using other actions.

Trigguers:
Shield Edge Block when the -4 to the enemy’s roll can negate the attack
Guardian’s Counter when an ally within 2 squares is attacked, especially if the swap would negate the attack (it hit the ally’s defense, but is not high enough to hit Prime’s)

Noxious Breath (poison, zone) Ľ Encounter
Attack: Close blast 4; +9 vs. Fortitude
Hit: 2d6 + 3 poison damage, and the target takes a -2 penalty to all defenses until the end of the Malifixindalaunt's next turn. This power creates a zone of black, noxious fumes that remains in place until the end of the encounter. This zone blocks line of sight, and a creature that enters or ends its turn in the zone takes 5 poison damage. Malifixindalaunt is immune to this power's effects.

Vermitrax advances through the front line, and casts his hideous transmutational spell on the goblins that cluster on the other side of the cave. He does so with sadistic satisfaction, but his stoic features don't betray him, and the others see just a serious metodical expression on his face, as he swings his hands in the air and chants the words of power. A magical ward of bright cyan runes appear and cover the goblins in bright light. At the wizard's command, the ward lights up in a column of blinding light, from which the screams of pain of the creatures comes out. In the aftermatch only one lucky critter remains, trembling and cowering between the statues, the petrified corpses of his former companions.

Last edited by Voda Vosa; Monday, 21st November, 2011 at 01:35 PM.

Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!